scifista42 Posted November 1, 2014 mrthejoshmon said:??? A sprite of an unused thing that survived all official IWAD revisions. There's no actual game object for it, I mean that it's not a place-able THING. But interestingly, there is a DEHACKED frame for it - state 887. In ZDoom and Zandronum, you can actually place it in a map, the editor number is 5050. 0 Quote Share this post Link to post
Marnetmar Posted November 2, 2014 I finally figured out that the start of E1M2 was designed so that the player would be ambushed if he went straight for the armor. 0 Quote Share this post Link to post
joe-ilya Posted November 3, 2014 There's a sprite of the BFG9000 leaning back but it's not used ingame. 0 Quote Share this post Link to post
kb1 Posted November 3, 2014 Marnetmar said:I finally figured out that the start of E1M2 was designed so that the player would be ambushed if he went straight for the armor. It seems that a lot of people don't like MAP10, but I have to say it's my favorite of Doom II, because, as soon as you move, no matter which direction you go, trouble starts. And backing up just makes it worse. All monsters are strategically placed just out of line-of-sight. There's nowhere to hide (except in that awesome secret right at the beginning). 0 Quote Share this post Link to post
kb1 Posted November 3, 2014 joe-ilya said:There's a sprite of the BFG9000 leaning back but it's not used ingame. Where? 0 Quote Share this post Link to post
scifista42 Posted November 3, 2014 kb1 said:Where? If you open any of Doom/Doom 2/Final Doom IWAD with a wad editor, you'll find sprite "BFGGC0". 0 Quote Share this post Link to post
The_MártonJános Posted November 4, 2014 Gez said:And in any case, it'd look a lot better if they had used patch AG128_1 instead of overlapping W13_1 as the background. The exact reason why upon each and every usage in my maps I cut off the last like 16 pixels either way. 0 Quote Share this post Link to post
kb1 Posted November 4, 2014 scifista42 said:If you open any of Doom/Doom 2/Final Doom IWAD with a wad editor, you'll find sprite "BFGGC0". Oh, yeah. When you said "leaning back", I was picturing a pickup sprite of the BFG, as if it were leaning against the wall. (Which would be cool). Duh :) 0 Quote Share this post Link to post
Koko Ricky Posted November 5, 2014 kb1 said:It seems that a lot of people don't like MAP10, but I have to say it's my favorite of Doom II, because, as soon as you move, no matter which direction you go, trouble starts. And backing up just makes it worse. All monsters are strategically placed just out of line-of-sight. There's nowhere to hide (except in that awesome secret right at the beginning). I was playing this map earlier today as a show of skill (UV of course), and god DAMN, it really is a clusterfuck no matter which way you go. Pistol starting on most Doom maps can get brutal very, very fast. 0 Quote Share this post Link to post
William Blazkowicz Posted November 5, 2014 -The Doom 3 Pinky looks a lot like the Shambler from Quake 1. -Revenants do as much damage as a cyberdemon rocket in the doom ii GBA port (which is pretty much my only complaint about the port). -Modern fps games have borrowed the "hint" showing the origin of the damamge you just took from Doom. (there are also some other minor things as well i thought of but forgot. I will just edit them in later.) 0 Quote Share this post Link to post
Doominator2 Posted November 5, 2014 kb1 said:Oh, yeah. When you said "leaning back", I was picturing a pickup sprite of the BFG, as if it were leaning against the wall. (Which would be cool). Duh :) Ya same with me, I was thinking that there were things missing from my IWAD or something. 0 Quote Share this post Link to post
40oz Posted November 5, 2014 joe-ilya said:There's a sprite of the BFG9000 leaning back but it's not used ingame. I actually knew about that sprite for a while and it never occurred to me that it wasn't being used :| 0 Quote Share this post Link to post
scifista42 Posted November 6, 2014 I've just found out that TNT Evilution MAP01 has identical thing and monster placement on HMP and UV difficulties, with one exception: Chaingunners guarding the exit on UV are replaced with shotgunners on HMP. 0 Quote Share this post Link to post
NuMetalManiak Posted November 7, 2014 can't believe it, but I just found out that Doom 1 lacked a grass flat when I was making an outside level. X( 0 Quote Share this post Link to post
joe-ilya Posted November 7, 2014 Getsu Fune said:can't believe it, but I just found out that Doom 1 lacked a grass flat when I was making an outside level. X( Of course, it's about abandoned planets and hell for fucks sake. 0 Quote Share this post Link to post
Marnetmar Posted November 7, 2014 Thank you, Joe. You can sit down now. 0 Quote Share this post Link to post
Xegethra Posted November 7, 2014 Still though, it would have been nice if the idea of terraforming had come to them, but I guess if it did they didn't implement it. But being stuck in a base is more "realistic" I suppose...for such an abstract game and the fact we haven't gotten there yet. 0 Quote Share this post Link to post
sector666 Posted November 18, 2014 I just found out how horrible Doom 64 music sounds sped up. Although I am kind of curious now what original Doom music would sound like sped up. 0 Quote Share this post Link to post
William Blazkowicz Posted November 18, 2014 sector666 said:I just found out how horrible Doom 64 music sounds sped up. Although I am kind of curious now what original Doom music would sound like sped up. Look up doom music on youtube. click the video settings thing on bottum right corner (gear shaped thing) and set the video speed. 0 Quote Share this post Link to post
Memfis Posted November 18, 2014 William Blazkowicz said:click the video settings thing on bottum right corner (gear shaped thing) and set the video speed. where?? 0 Quote Share this post Link to post
Havoc Crow Posted November 18, 2014 According to the wiki, there are two stock levels (E3M6, MAP06) where a key's location varies with the difficulty level. Hah. It's been a long time since I played the stock Doom levels in earnest, so I thought that tricks like this were only invented later by custom mappers. I remember being similarly surprised to find out that the original Doom levels already used sectors to simulate realistic shadows. 0 Quote Share this post Link to post
scifista42 Posted November 18, 2014 William Blazkowicz said:click the video settings thing on bottum right corner (gear shaped thing) and set the video speed. I guess that this feature is only available for Youtube's registered users? When I click on the gear shaped button, I can only choose video resolution. 0 Quote Share this post Link to post
The_MártonJános Posted November 18, 2014 JudgeDeadd said:I remember being similarly surprised to find out that the original Doom levels already used sectors to simulate realistic shadows. More like light beams around dark places. I guess they've never ever used anything like in 1Monster's MAP14. Prove me wrong for me having a positive disappointment. 0 Quote Share this post Link to post
IMX Posted November 18, 2014 _bruce_ said:Loved this one when I first discovered it - Map10's first one kinda reminds me of this. Sandy Petersen and Tom Hall have been credited for both E2M4 and MAP10, but since Sandy worked more with Doom compared to Hall, I would suggest that he actually made the secret rooms in both maps and forgot to tag MAP10' one as secret 0 Quote Share this post Link to post
sector666 Posted November 18, 2014 JudgeDeadd said:According to the wiki, there are two stock levels (E3M6, MAP06) where a key's location varies with the difficulty level. MAP01 of Doom 64 does this too. I don't think any of the other levels did though. 0 Quote Share this post Link to post
BlueFeena Posted November 18, 2014 I just found out that the vanilla executables have a character limit when entering commands. When the character limit is reached, anything beyond the final character is simply dropped, resulting in the game reading my last file address as "c:\wad" with nothing beyond it. 0 Quote Share this post Link to post
FireFish Posted November 18, 2014 scifista42 said:I guess that this feature is only available for Youtube's registered users? When I click on the gear shaped button, I can only choose video resolution. This is how i experience that on linux based operating systems. - firefox / iceweasel, midori, opera : no speed option... (flash) - chrome : more options... (forces html5 on youtube) 0 Quote Share this post Link to post
Zed Posted November 18, 2014 I just saw this: https://www.youtube.com/watch?v=MCPJGt3m_v8 Now, I already knew everything there, but I had no idea about the Nirvana stuff. I mean, it should be obvious, considering when Doom came out (I mean, the year), the "rock soundtrack" of Doom, as well as the references to NIN. But then, I saw this: doomworld.com/vb/post/1043688 Now I'm not sure, can somebody confirm this? 0 Quote Share this post Link to post
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